mirror of https://github.com/encounter/SDL.git
metal: fixed render target support.
This commit is contained in:
parent
85d12d8f21
commit
7dac177cd1
|
@ -359,7 +359,7 @@ static void METAL_ActivateRenderer(SDL_Renderer * renderer)
|
||||||
data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionDontCare;
|
data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionDontCare;
|
||||||
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
|
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
|
||||||
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
|
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
|
||||||
data.mtlcmdencoder.label = @"SDL metal renderer frame";
|
data.mtlcmdencoder.label = @"SDL metal renderer start of frame";
|
||||||
|
|
||||||
// Set up our current renderer state for the next frame...
|
// Set up our current renderer state for the next frame...
|
||||||
METAL_UpdateViewport(renderer);
|
METAL_UpdateViewport(renderer);
|
||||||
|
@ -402,6 +402,14 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||||
MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtlpixfmt
|
MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtlpixfmt
|
||||||
width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
|
width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
|
||||||
|
|
||||||
|
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
||||||
|
mtltexdesc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
|
||||||
|
} else {
|
||||||
|
mtltexdesc.usage = MTLTextureUsageShaderRead;
|
||||||
|
}
|
||||||
|
//mtltexdesc.resourceOptions = MTLResourceCPUCacheModeDefaultCache | MTLResourceStorageModeManaged;
|
||||||
|
//mtltexdesc.storageMode = MTLStorageModeManaged;
|
||||||
|
|
||||||
id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
|
id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
|
||||||
if (mtltexture == nil) {
|
if (mtltexture == nil) {
|
||||||
return SDL_SetError("Texture allocation failed");
|
return SDL_SetError("Texture allocation failed");
|
||||||
|
@ -453,8 +461,22 @@ METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||||
{ @autoreleasepool {
|
{ @autoreleasepool {
|
||||||
METAL_ActivateRenderer(renderer);
|
METAL_ActivateRenderer(renderer);
|
||||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||||
id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : nil;
|
|
||||||
|
// commit the current command buffer, so that any work on a render target
|
||||||
|
// will be available to the next one we're about to queue up.
|
||||||
|
[data.mtlcmdencoder endEncoding];
|
||||||
|
[data.mtlcmdbuffer commit];
|
||||||
|
|
||||||
|
id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : data.mtlbackbuffer.texture;
|
||||||
data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
|
data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
|
||||||
|
// !!! FIXME: this can be MTLLoadActionDontCare for textures (not the backbuffer) if SDL doesn't guarantee the texture contents should survive.
|
||||||
|
data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
|
||||||
|
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
|
||||||
|
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
|
||||||
|
data.mtlcmdencoder.label = texture ? @"SDL metal renderer render texture" : @"SDL metal renderer backbuffer";
|
||||||
|
|
||||||
|
// The higher level will reset the viewport and scissor after this call returns.
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}}
|
}}
|
||||||
|
|
||||||
|
@ -511,8 +533,8 @@ METAL_RenderClear(SDL_Renderer * renderer)
|
||||||
|
|
||||||
MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that.
|
MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that.
|
||||||
viewport.originX = viewport.originY = 0.0;
|
viewport.originX = viewport.originY = 0.0;
|
||||||
viewport.width = data.mtlbackbuffer.texture.width;
|
viewport.width = data.mtlpassdesc.colorAttachments[0].texture.width;
|
||||||
viewport.height = data.mtlbackbuffer.texture.height;
|
viewport.height = data.mtlpassdesc.colorAttachments[0].texture.height;
|
||||||
viewport.znear = 0.0;
|
viewport.znear = 0.0;
|
||||||
viewport.zfar = 1.0;
|
viewport.zfar = 1.0;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue